﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;

namespace Networking
{
	class PlayerDeathGameEvent : GameEvent
	{
        public PlayerDeathGameEvent(NetworkPlayer deadPlayer)
            :base(deadPlayer, deadPlayer, GameEventType.PlayerDeath)
        {
        }

        public PlayerDeathGameEvent(BitStream stream)
            : base(GameEventType.PlayerDeath, stream)
        {
            // Yeah still no extra data needed
        }

        protected override void SerializeEventData(UnityEngine.BitStream stream)
        {
            // No extra data needed
        }
    }
}
